Just while esperimenting with export setting for normal maps etc for my other project the sword; I started this relatively simplier one to get more used to the things i need to do for the other like map extraction and retopology of the low poly ... atm is this one
I would like to ask how do you go for texturing something like that to look like realistic as inthe picture?
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I have an idea how to paint it but I am not sure how to give it a realistic look as even if I find some textures for leather and apply them on the uvmap base , it woudl look like fake , if I add photosource material it woudl not look right with the lightning and the normal maps probably , I know I would have to go hand working that much more in PS but I was wondering if there is any link to any tips or tricks to get the best out of this ...
how the model looks btw?
while instead initially for the crown I tought of making a flipped uvmap so initially I did only half of a mesh cutted in two ported in zbrush but I noticed I then had problems where the item had to be mirrored after with the normal map ... so I guess for a "game model" in order to get the normals from the high poly and have enough space for details is better I unwrap the whole thing and may be shrinking the inside parts of the circlet to a minimal space as anyway won't be seen usually?
or eventually just leave that part alone and may be only after uvmap it over the actual circlet? so get some more space?
as for the blobby look what you mean in particular? I tried to give a secondary pass of smooth on the edges couse someone told me that straight edges do not get well into normal extraction , since is first time I extract normals that way I want to make a good work ...
as for the zbrush thing shoudl I go redoing from scratch or I can improve from there?In wich case wiuch parts in particular?
thanks a lot for help ...:poly121:
what you think?